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Sunday, June 22, 2014

Wildstar: WoW Killer #117?

"Oh joy, another company trying to 'bank' on World of Warcraft's success...."

Well, yes, a company would be foolish to try and make an MMO that didn't. But did NCsoft make enough changes to the "WoW Formula" to create something wonderful?

Maybe. Just maybe.


Opinions

The Game

Is it a "WoW Killer"
No. As has been stated by many, following many MMOs. The only one's who can kill World of Warcraft is Blizzard, or the total collapse of the MMO genre.
Just because a game borrows much of the gameplay of WoW does not mean they are trying to kill it. They just want to get people to play the game without needing to relearn everything all over again; think FPS vs MMO, you probably won't be able to pick up either and be 'good' having played just the other.
Story
The premiss is the typical 'Refuge's in a New Land being chased by their oppressors'. On one hand you have the Exiles, and on the other the Dominion. Basically, the Dominion is the Alliance from Firefly; seeking to rule the galaxy. They aren't inherently evil...just arrogant as hell. Meanwhile, the Exiles are just trying to live their own life. So, being clearly outgunned and outmanned the Exiles decide it's best to set off in search of a new home. Stumbling on a planet of a long-lost, highly advanced, people known as the Eldan, called Nexus. Naturally, the Dominion doesn't like losing control and follows them.....and then promptly claimed Nexus as their own. Because, hey, they're entitled pricks.
Now we have the setting to mold 'a game' into 'a story'. And this is where you, the player comes in. Pick a side and discover the secrets of Nexus, all while, stomping each other in the face. [Insert some witty use of their catchphrase "cupcake", because that's what everyone else seems to be doing...] 
Graphics
Why am I, once again, talking about them? Do they look horrible? Do they look good? Well, because this game is just an MMO, many will play it if it looks (or doesn't look) and plays (or doesn't play) like various other MMOs that they might be getting tired with; like World of Warcraft, EVE Online, RIFT, or TERA Online to name a few.
I feel it is important to state that this game uses the "cartoony" look of World of Warcraft. Complete with solid metal that "bounces", "cartoony" character models; ultra-thin wastes and the like, and rather goofy looking monsters. So, know what you're getting into. If you do NOT like WoW's art style, you will probably not like Wildstar.
However, as many others will tell you, graphics don't mean a thing if the story and rest of the gameplay is fun and engaging. So hold onto that hope, Wildstar may still be the new MMO for you.
 Addons...addons everywhere
As is now per-usual of MMOs these days, Wildstar supports customization through 'Addons'. In fact, like most MMOs that support addons Wildstar's entire UI is created through addons made by Carbine Studios, which would make fixing UI problems much easier as you just need to modify the offending addon's code instead of the entire UI code.
So, it comes as no surprise that players are turning out addons left and right to either fix the UI issues or add functionality to it. With that in mind, head over to places like Curse and take a gander at some of the amazing talent this game has playing in it.
Leveling...the molasses of any MMO
Obviously, the goal of any Leveling System is to keep the player paying or incentivize them into buying Experience Boosters (aka XP Boosts). All while not making it too "grindy" that players give up and leave, or too "greedy" that players quit out of protest.
So, how does Wildstar fair? Surprisingly okay. Once you get 'in the groove' with the questing (or PVPing) you find levels come fairly quickly. And thanks to several 'fair' XP boosts you practically trip over the levels.
Experience boosts come in several flavours, all of which stack! First off there's the XP boost from simply adding Two-factor Authentication to your account. The second comes from your Home's billboard and can boost any one of these: XP from PVP, XP from group content [ie Dungeons], and XP from monster hunting and quests. The third one comes from your guild and purchasing XP Flasks with the renown you earn from doing group content and such.
To top it all off you have your classic "Rested XP", which is banked up when you log out for the night (or day).
C.R.E.D.D. ..word on the street says..
One of the major social issues that plague MMOs is those pesky Gold Sellers. Pandering to those who are either too lazy or don't have the time to earn coin at a rate they find sufficient to play the game in a manner they like. But, how does one combat it? Banning? That only works if you can keep up with the influx of hacked accounts or 'Trial Accounts' being used to farm resources to sell for coin.
The other way to do it is to cut out the middle man, the Gold Sellers. By offering to sell an item for cash that can then be sold in game for the game's currency. EVE Online does this with their PLEX and Wildstar does it with CREDD.
One probably wonders if this will affect prices in the game. The answer is not enough to warrant taking it out.
The bonus is that if you do have enough time to play and / or earn enough coin you can skip using your credit card and just buy game time using the ingame currency you earn. 
Classes ..stay classy my friend
Wildstar boasts a well-rounded class system. You have your typical 'Warrior'. Followed by 'Spellslinger' (Mage), 'Esper' (Illusionist), 'Engineer' (Hunter-type), 'Stalker' (Rogue), and 'Medic' (Healer). Then you have the role within each class. For example, the 'Warrior' can roll as either a Tank role or as DPS role. Or, in the case of of the 'Esper', you can roll as either a DPS role or a Healer role.
Couple this with the Action Set (Specs) system and a player can create several types of roles, ones that may work well as Support or as a dedicated role (Tank, Healer, DPS). As an added bonus these Action Sets can be swapped at anytime when not in combat, for free. Giving each class the needed customization to appeal to a wide range of players without making them feel they "have to roll this class to be this role", and then finding out they don't really like that role and are now stuck with a class that was well-suited for that particular role.
Want to know more about each class and what they can do? Check out the Classes, in detail, and find one that fits your playstyle. 
Paths ..it's not the destination, but the journey
Paths are the added bonus of picking out a character to play. These function primarily as side-side-quest 'Givers', for a player to perform while going about completing the main story quest and the side-quests given in each zone.
Are you the type that likes to explore each zone, in search of 'easter eggs' or just looking to see what's there? Try the 'Explorer' path and be rewarded for just running around.
If you're the type that just likes to smash peoples' face in then perhaps the 'Soldier' path will be more to your liking.
Maybe you just like to build things...things that can help others. Then 'Settler' is likely the path that will bring joy to your life.
Like being able to turn the game world into your own playground? With 'Scientist' you'll find various things to hack...various things that will then turn and attack would-be assailants.
The best part? You don't need to worry that you picked the wrong class. Because, hey, just because you rolled a 'Warrior' doesn't mean you don't like building things. Or studying artifacts.
If you'd like to learn more about Paths and what they offer head over to the Paths section of Wildstar and pick one that's right for you....though I recommend you try them all if you decide to roll 'Alts', because..well....why not?! 
Combat...'clicky, clicky' or 'spray and pray'?
Usually after leveling experience comes 'combat experience'. Does the game's combat flow or does it feel clunky and untested.
Right now the current hype is what could be called a "hybrid" combat system. This system incorporates the active participation of the player; like the type you'd find in First-person Shooters. But also the automated combat you'd find in traditional MMOs; this being "you will not need to aim, we'll roll the numbers for you to see if you hit and for how much" style.
The combination of the two yields a combat system where you have to use some aiming to actually hit the target, but numbers are still rolled behind the scenes to determine if they avoid the damage or how much of the damage they take if the attack has a variable damage amount (ie 456 - 723 physical damage).
The question is does Wildstar properly implement this hybrid system or does it leave you screaming that "I SHOULD HAVE HIT HIM!!!". The answer is yes, they properly implement the system.
It's rather nice being able to literally run out of the attack of an enemy, adding a whole new level to "kiting".
For further details on how the system works you can check out the Wildstar Wiki on combat.
PVP ..after combat comes...
Now that you have an idea on how Combat works in the game. You're probably wondering how it affects PVP....or maybe you're just wondering what kind of PVP the game has (World PVP; Instanced PVP; Both???). I'll answer the second first, because you may not care about PVP.
Yes, Wildstar has PVP. Yes it is World PVP and Instanced PVP (battlegrounds/arenas). And yes, it is extremely fun.
In combination with the active mechanics of combat, PVP ends up feeling less like "oh I see, you specced like that" and more akin to the PVP found in First-person Shooters, where skill more often than not, pays the bills.
In Wildstar, it's not how fast you can push your Attack buttons, but how well-timed you push them. As well as, how well you aim. You may come up to a group of baddies fighting your friends, but may want to hold off firing that attack that reduces healing. Waiting for just the right moment to hit at many of them as possible. Or even better firing off a stun that hits them all, giving your friends the advantage they need to press the attack.
And with the active dodge mechanic (known as Dash), PVP feels..well..like Player vs Player and not Player vs RNG vs Player. 
Challenges ..who doesn't like 'em?
Challenges are best described as something to reward you for doing what you're already doing. Often 'Challenges' are triggered will performing some action for a quest, usually to kill a certain amount (always greater than what the quest called for). But can also require you to reach an area, that you were already headed for, within a given time.
The rewards tend to be either for crafting, provisions, or the occasional item; this can be items for you or your house. 
Housing ...home is where the heart is
A welcomed addition to any MMO, owning your own home.
But this is more than just "build a place to get away from things". Homes aren't just some cosmetic item to be tossed into a bank slot when you're done with it. Housing also provides benefits. Whether it be a crafting station, resource gathering nodes, or buffs. 
However, they are rather expensive; as they should be. So don't waltz into the game thinking you're going to live like Bill Gates.
Neighbors / Roommates ...like fish...oh that's guests...
So you built a wonderful place to relax. But you're feelin' a bit lonely? Then invite the public to view your home or invite them to be neighbors. If you're feeling particularly trusting you can designate players are 'Roommates', giving them the ability to decorate (or redecorate) your home. --Note: they will not be able to build facilities, only decorate the ones already present.
FOT

You don't always find what you want...

Engineer feels "slow"
I, liking 'Engineer' in Guild Wars 2, decided to make this my main class. Boy, did I mess up. After the first 15 levels, 'Engineer' begins to feel slow. Monsters take "forever" to kill and you tend to die a lot because you're trying to maximize the time it takes to kill....if it takes you 40 seconds to kill one monster, and all your attacks do a cone-type AOE, why not gather up several monsters to hit at once.
Your experience may differ, but mine has not been what I expected. Though, I will say Eradicate Armor is very fun...and I do tank like a boss.
Healing is fun ...no, I'm not on drugs.
Because Combat uses the target-less approach healing becomes much more than just clicking a unit frame and pressing a button. You have to actively participate in the actual Heal itself. Maneuvering yourself to maximize the Heal's effectiveness (aka healing more than one person at a time). While also managing your resources so you can continue to heal, but not to the extent that you're watching [your] bar throughout the fight.
Mounts ....giddy up, maybe?
The starter mount that's made available upon reaching level 15 feels very slow. Roughly the speed you can 'sprint' at. Mounts have a 'sprint' as well, but even that quickly depletes. Despite being a mount, which you'd think would have a better 'sprint' duration than the player's character. This wouldn't be so bad if the mounts were expensive, for the level at which you can use them.
Difficulty ...say hello to Mr. Brickwall
This game is definitely not of the World of Warcraft casual nature. Think World of Warcraft during the Burning Crusade expansion. You'll die...a lot.
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Takeaway
Wildstar is a fun, yet frustrating-at-times, game. This makes for a welcomed filler for this 'between the expansions' of World of Warcraft. And with the CREDD system, it might only cost you the initial box purchase. As an added bonus, Green Man Gaming also had a discount coupon for both the 'Standard' and 'Deluxe' editions.

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